BARGAIN BASEMENT CYBERWARE
Yes, it is possible to get second-hand cyberware. It costs 50 percent less,
but is prone to breakage. Installation and Essence Cost are the same as for
a normal piece of cyberware.
Second-hand cyberware does not necessarily break every time a character uses
it - only when it is crucial that it not break. Once per adventure (and only
once), the gamemaster may have the player make a Resistance Test for the
piece of cyberware. Roll 5 dice against a Target Number of 4, modified by
circumstance as the gamemaster sees fit. (For example, if it is a cheap
cyberarm and the character is dangling from it off a building, the Target
Number could go as high as 8.) Normal Karma rules apply, but it costs 2
points of Karma per die re-rolled.
If the piece of second-hand cyberware fail, it must be replaced. No repair is
possible.
The potential failure of a piece of cyberware should only be used to increase
dramatic tension, and not to harass the players. It is quite possible that
it would never be appropriate at any time during the adventure for a
particular character to make a roll against that piece of cyberware. So be
it.
This option should only be used to add fun to the game, and not as an
excuse for sudden character mortality.
CYBERWARE DAMAGE
At some point, the unthinkable always occurs. It may be the result of a
particularly lethal blast of autofire, a former friend's wandering monowhip,
or the front bumper of a barrelling CityMaster. Either way, sometime,
somewhere, when you least desire it, your cyberware is gonna get
broke.
How can this happen?, you ask. Very easily, comes the reply. Whenever a
cyberware-bearing body takes traumatic damage, there is a chance, based on
the severity of the wound, that one or more pieces of cyberware will become
damaged and dysfunctional. In Shadowrun, a traumatic wound is
any single wound of Serious or Deadly severity. That Serious or
Deadly wound must be from one bullet, one blow, or one zap of magic, and it
must be physical damage.
DETERMINE SYSTEM DAMAGE
When a Serious Wound is done, roll 1D6 and subtract 4. If the wound was
Deadly, roll 1D6 and subtract only 2. The result is the number of
potential cybersystems that might be damaged as a result of the wound.
Roll that number of times against the table that follows. First, roll 1D6 to
determine what type of system took damage, and then roll 2D6 to identify the
specific system. If a damage roll against one of the above tables results in
a piece of cyberware that the damaged character does not have, then
a "No Result" effect is achieved, and you got away lucky, chummer.
Determine System Type
1D6
Headware 1-3
Bodyware 4-6
Determine Specific System
Headware 2D6 Bodyware 2D6
Cybereye 2-3 Cyberarm 2-3
Data/Chipjack 4-5 Reflex Modifier 4-6
Memory System 6-7 Skillwire System 7-8
Other Cybersystem 8-9 Other Cybersystem 9
Cyberear 10-12 Cyberleg 10-12
DAMAGE TABLE DEFINITIONS
HEADWARE
Cybereye or Cyberear
This category covers all eye/ear devices and modifications, including those
made to natural, organic eyes/ears. Retinal Duplication and Cosmetic
Modifications are not affected. The Cybereye or Cyberear should be counted
separately, in addition to its linked accessories. If the Eye/Ear itself
fails, all its accessories also fail.
Data/Chipjack
Each jack should be counted individually.
Memory System
This category includes all data storage and memory access systems, excluding
Data and Chipjacks, and Cortex Bombs. Count each memory storage
individually. If any memory access or access-restricting systems fail, that
accessory no longer serves its original function.
Other Cybersystem
This category covers all head-based Links, Displays and Communication
systems. Each should be listed separately. This category does cover
smartgun links, which can also be damaged under Bodyware.
BODYWARE
Muscle Replacements, Dermal Armor, Boosted Reflexes, and Filters are never
affected.
Cyberarm/Leg
This category includes all arm or leg-based cybernetic devices, as well as an
entire cyberlimb, if present. If this category is indicated, determine
whether it is the right or left limb (1-3 = right; 4-6 = left) and then count
appropriate cyberware systems. The cyberlimb itself should also be counted.
If it fails, all devices linked into it also fail. Program Carriers ar an
Arm Accessory and should be included with the appropriate limb.
Reflex Modifer
This includes Wired Reflexes and Vehicle Control Rigs. Boosted Reflexes are
not affected.
Skillwire System
This category covers all Skillwire-like, chip-based skill neuro-system links.
Other Cybersystem
This includes any and all systems not covered by one of the above categories,
including syberware mounted in odd places, and Speech and Voice modification
systems.
Any Damaged system must be Repaired. If the same system is damaged more than
once before it is repaired, it must be replaced.
If the damaged system is used cyberware, any damage to the system results in
a complete loss of the cyberware, which must be fully replaced.
Karma can be spent to purchase a re-roll if a damage result is undesirable.
The cost is 1 Karma Point per re-roll. This can be repeated as often as the
player wishes until he gets the desired result or else runs out of Karma.
CYBER REPAIR
When a piece of cyberware gets broken, odds are that its owner will want to
have it fixed. (Walking around with broken cyberware dangling from one's
body can be downright embarrassing!) A Technician (or anyone) with Biotech
(B/R) can do the job. We'll be nice and assume that no real surgery is
necessary.
The Base Time for repair of a piece of broken cyberware is equal to the Base
Essence (unmodified Essence) Cost of the broken system, multiplied by 2
hours.
The repairer has a repair Target Number based on the severity of the wound
that caused the original system failure. A Serious Wound has a Target Number
of 4, a Deadly Wound of 8.
Use the modifier table given with the Build/Repair skill use description.
If a repair is made on Alpha or Beta Grade Custom Cyberware, double the final
Target Number for Alpha Grade and triple it for Beta Grade.
Each success generated reduces the repair time required. Divide the Base
Time by the number of successes to determine the actual repair time.
The cost for the repair has two factors: Parts and Labor. If the wound is
Serious, the Parts cost is equal to the cost of the original cyberware
multiplied by .15. If the wound is Deadly, its repair cost is equal to the
original cost multiplied by .35.
Labor is based on the repairer's Skill Rating. The Base Charge is equal to
50 nuyen for each skill point per hour. Technicians with a facility
up-to-daye enough to warrant Superior on the Build/Repair Modifiers Table
also charge an additional usage fee, usually an amount quadrupling his charge
(x4).
The Labor charges assume that the character cannot fast-talk a friend into
doing the fix for him. It is also conceivable that a Technician or Street Doc
could charge far in excess of the base charges listed above. It is, after
all, a seller's market.
UPGRADING CYBERWARE
At some point, you may want to upgrade the piece of cyberware you are
currently wearing, or may have to replace it. In either case, the procedure
is the same.
All cyberware upgrades or replacement procedures are Elective Surgery. No
medical rolls are necessary for the surgery itself, for we assume technology
has progressed to a state where table deaths are very rare.
The attending physician (or whoever is performing the surgery) does make a
roll to determine how well he performed the surgery. Good surgery can reduce
Essence Cost, while sloppy surgery can increase it. The character performing
the surgery must make a Biotech (B/R) Skill Roll against a Target Number
equal to 10 minus the new Essence of the character undergoing surgery. His
new Essence is the rating he receives if the current surgery occurs without
difficulties. After the Surgery Roll, consult the Essence Cost Table, below.
ESSENCE COST TABLE |
No Successes | +15% Essence |
1 Success | +10% Essence |
2-3 Successes | No change |
4-5 Successes | -10% Essence |
6+ Successes | -20% Essence |
Apply the percentage listed to the Essence Cost to determine the actual
Essence Cost. If the Essence Cost would leave the character with Essence of
less than 0, surgery will be suspended prior to death, the cyberware left
uninstalled, and the character's Essence is at 0.
As an option, the gamemaster may choose not to inform the player of his
character's current new Essence. In this case, the player would only know
what his Essence is as a result of successful surgery. It is then his option
to take any further risks with additional surgery down the line.